Paradise Sickness
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A Quake map for Arcane Dimensions
By: Redfield
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Installation instructions:

1.    To play this map you must first have the latest Arcane Dimensions mod installed in your Quake folder. To get Arcane Dimensions go to Quaddicted.com and download it.

2.    Unzip all the files into your Quake/ad (Arcane Dimensions) directory. If you keep the file structure intact all the files will be installed correctly. This map includes new brush models, sound effects and a new skybox that must be installed in the correct folders in order to work correctly. The game will crash if the models are not in the correct folder. Simply copy the file structure in the zip if you have problems.

3.    Launch Arcane Dimensions using your Quake engine of choice. This map supports Quakespasm (v0.92.1), Mark V (v1.0), and Darkplaces (2014/05/13 build).

4.    Start a new game and select your skill pillar on the Arcane Dimensions start map, or bring down the console by pressing ~ and type “skill 0, 1, 2, or 3” depending on your preference and press enter.

5.    In the console type: "map ad_paradise" and press enter

6.    Your journey begins...

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IMPORTANT NOTES: 

-Darkplaces users must disable RT World lighting. It is not supported on this map.

-The map was tested on Quakespasm (v0.92.1), Quakespasm Spiked (v0.92.2), Mark V (v.1.0) and Darkplaces (2014/05/13 build). It may work on newer builds of Darkplaces but has not been tested. The map makes heavy use of the AD particle effects. It was designed with the pixelated particle style native to Quakespasm or Mark V in mind, but users can choose Quakespasm Spiked or Darkplaces for DP style special effects.

-This map is relatively dark, but was intended to be played with brightness and contrast set to the lowest level. If you find it too dark, I suggest increasing the brightness in small increments until you can see clearly.

-You may experience a glitch in which the player is hurt while moving on lifts. If this occurs it is recommended that you set the host_maxfps to 72 or lower in the console.
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The Skills:
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Skill 0 – Easy: This mode was playtested with cats. My cat was able to beat this map on easy with minimal meowing. If you have a cat, or are a cat yourself, this mode is for you!

Skill 1 – Normal: Not showing off and not falling behind. You are a great adventurer, but sometimes you just want to relax.

Skill 2 – Hard: Only the chosen few can master this challenge and discover the path to true Paradise.

Skill 3 – Nightmare: You must be crazy…

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The Story:
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	It was the summer semester at Miskatonic University when I received a copy of the tattered old diary. It had been forwarded to me from an old friend that was in the midst of an archeological study in the Far East. He had recovered the few battered pages while studying the Leng Plateau, supposed home of the fabled "Kadath" mountains. Although who the author of the diary was has not been determined, it was revealed that they had been pursuing the same ancient cult my colleague was. Along with the diary my friend enclosed a letter explaining that he was convinced the cult of the Old Ones was currently operating somewhere deep in the Sahara region. It was clear that he intended to pursue this cult in order to satisfy his studies, despite the dangers in doing so.

	It is not known exactly how this strange cult operates or what its motives are, but they are rumored to be in possession of a copy of the abhorred Necronomicon. My interest in this group of fanatics was weak, but it was the possibility that they possessed this book that piqued my interest. My profession as a historian of extinct cultures has given me limited exposure to the history of the Necronomicon, but of one thing I am certain: it is in fact based on a book much older than itself. Certain alchemical phrases and formula mentioned in the Necronomicon make reference to a text called "The Book of the Moon." It is this book that provides the alchemical knowledge relating to eternal youth and the philosopher's stone. It also makes cryptic reference to a realm of unparalleled beauty and majesty, a realm untouched even by the Old Ones, known only as "Paradise." It is the mention of this fabulous realm, also whispered of in other ancient cultures in my studies, that forms the basis of my current research.

	This diary had arrived in the mail several months prior and I was planning a rendezvous with my old friend as soon as my responsibilities at the University could be passed to another professor, but today another letter arrived. I hold it in my hands at this moment, still in shock from its fantastical and terrifying revelations:

	"My friend, I have tracked the cult deep into the Sahara, past even that Nameless City. Disguising myself as a workman proficient in digging, they have hired me to work on an excavation. How they found this place I can only guess. Deep in a ravine hidden in the shifting sands lies a Necropolis of the Egyptian gods. But beneath this, lie ruins even older. Ruins of city built by the Old Ones! It is true, we bring new artifacts to the surface each day. Something else has been found.. a Gate. The Gate is mentioned in several texts at the site, and they also mention the word "Paradise." Tensions are running high, and the researchers are attempting to rebuild the Gate. Armed guards have been posted, and I cannot move without suspicion. This may be the last letter I can send you. Coordinates of the Necropolis are attached. I hope to see you again when this has all been revealed..."

	It is clear now that my friends' life may be in danger, but as scientists we often ignore such a thing in the face of discovery. I have arranged for a substitute to handle my classes, and have departed for the Sahara region. Am I a fool to endanger my life in this manner? How can I hope to confront this cult, an insidious group that has dogged mankind since its inception? My emotions are a tempest of horror and wild anticipation, but when I close my eyes I can see Paradise. I cannot turn back...      

	     

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Tips and Tricks
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-The player can explore the archeological base and ruins to find artifacts and other items in any manner they please, however it may be easier if you visit Dig Site A first.
-Keep an eye out for cracked and loose looking bricks, there may be hidden artifacts behind them!
-Remember in Arcane Dimensions things can be smashed, so get that axe out and start smashing.
-Keep on the lookout for computer consoles and books marked with floating runes. The information within may help you...

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Credits:
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Author: Ryan "Redfield" Johnston
contact: credfield099@gmail.com

Testing and feedback:
Lane Powell
Ionous
Negke

Technical help:
EricW
Spike
Negke
Sock

Tools:
Trenchbroom 2.0 by Sleepwalker
Tyrutils v0.15.10 by EricW
Compiling GUI by Necros
Texmex by Mike Jackman
Goldwave by Goldwave Inc.

Many of the textures in the map come from the ikbase set by Ikka Kernen and the Sock's Egyptian set.

New textures and sounds created/edited by Redfield
Some of the textures and sounds contain copyright material. This map is not being distributed for monetary gain. No copyright infringement is intended. Wolf's Rain is the property of Bones Studio. Sonic the Hedgehog is the property of Sega Games. Indiana Jones is the property of Disney Studios. Quake is the property of idSoftware. 

I would also like to thank everyone at func_msgboard for all their support and feedback over the months. Also thank-you everyone who is part of the Quake scene overall for keeping the game alive.


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Map Details:
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	This map was started while I was still working on my first map Unknown Kadath (which you should play if you haven't!) While my first map was made to be playable in WinQuake it was thus very limited in scale and complexity. When working on this map I wanted it to be much larger and incorporate many new features. I had been playing Arcane Dimensions recently and decided that this mod would be perfect for my next map. I have always like the Dissolution of Eternity pack and the map Curse of Osiris, and the Egyptian theme is very popular in Quake. I knew I wanted to make an Egyptain map, but wanted to do something more with it. I also have played through "Operation Urth Majik" and was inspired to make a base map that blended with an Egypt map. Urth Majik had a uniue story, but was split up into several maps, and for my map I wanted the base and egypt parts all in one map.

	At this point I started to develop the story for a shadowy organization that had discovered some ancient ruins and built an archeological base around them. I had also been watching the very impressive anime series Wolf's Rain, and was inspired by the idea of "Paradise" and the strange eastern alchemical lore in the anime. The story eventually grew to involve a quest for Paradise, and the struggle to stop the "Cult of the Old Ones" from obtaining it. With the story in place I had an idea of the type of environments I wanted the player to explore and could set out making the map.

	I looked at images of ancient Egyptian ruins, and some of the architecture of the map is designed after these images. Ancient Egypt has a lot of square shapes and simple designs and this is perfect for using brushes. The research lab sections are admittedly quite simple. My career is in hematology so I had the idea to set up the lab as it might look in a real word hospital setting. This means essentially a large square room, or connected square rooms where samples can easily be delivered to other workstations. Obviously it is tweaked to make it more interesting, but the lab layout is really very simple and square like. The overall square shape of many of the rooms made it easier for a new mapper to build, and then detail brushes were added inside the rooms to change the shape and make the environment interesting.

	I played around with a lot of rotating objects in this map, and it really is something that Quake is not meant to do. There are no physics, and the brushes that the player can interact with  do not actually rotate, so hidden "physics" brushes are placed to mimic movement. This was really time consuming and at one point I considered dropping the rotating bridge altogether. Persistence payed off in the end though, and I am happy to have these rotating objects in the map. The map source is included to look at as it may have some interesting things for mappers to see. The map grew to have 11 032 brushes and initially had to be compiled as a bsp2 map. After some technical help from Negke I was able to get the map to compile as a regular bsp by using the new func_detail_wall entity in EricWs tools.

	Overall the map took about 6 months to make working as often as possible. I hope players enjoy their journey in Paradise Sickness. No one can say what the future holds now, but if one perseveres Paradise may be attainable after all...     


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Secrets Guide:
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Spoilers below!
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Spoilers start here!
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Secret #1. The Smuggler's Secret: When entering the large valley of the Necropolis, the player sees a Sphinx and a large Pyramid. There is a small oasis to the left of the Sphinx. Explore the waterfall there and you may find a dark secret waiting.

Secret #2. The Loose Brick Secret: When in Dig Site A you will eventually drop into a huge water filled cavern with a bridge. Upon first entering a large room with a column in the center guarded by many knights, you will see a high ledge with an archer and a yellow armor. The armor seems impossible to reach from here, but if you go outside the room near the armor you will see many loose bricks forming a staircase. Jump up here and use your axe to get through.

Secret #3. The Fishy Secret: In the same area of Dig Site A take a dive into the water and swim around. Out near the rotating bridge you will see many loose bricks under the water. Some of these have a clear passageway beyond...

Secret #4. The Electrifying Secret: In Dig Site A there is a large temple with many lightning shooters around the room. The player will be attacked by ogres and wizards on high ledges. If you jump onto the slanted railing in the center of the room you can jump to these ledges. One of them has something interesting.

Secret #5. The Eagle Eye Secret: After leaving Dig Site A the player moves to the Processing lab. There is a grated panel under a fan near the lab. You can't break it but there is a shootable switch nearby. Try looking at the ceiling inside the processing room.

Secret #6. Raider of the Lost Secret: After getting the gold keycard and leaving Processing the player is ambushed by guards in Storage. Kill them all and explore the storage area. There are many smashable crates here, and what appears to be a blinking light...

Secret #7. The Mummy Returns: In Dig Site B the player will enter a temple and obtain a new axe for slaying mummies. After getting the axe the player will move to a room with two sarcophagi and a red armor. Look near one of the sarcophagi and you will see a secret room with a grenade launcher. There is a switch that moves the sarcophagus on the wall above you. Shoot it. Is that Rachel Weisz and Brendan Fraser in Quake?

Secret #8. Won't Get Fooled Again: So how the heck do you get that red armor now? After surviving the Indiana boulder the player will enter a blue temple guarded by stone knights. Behind one of these knights is a cracked wall that can be smashed down to reveal a secret corridor.

Secret #9. The Wolf's Lair: Inside the Great Hall with massive stone columns in Dig Site B there is a pool with a waterfall. After the player activates the lifts and climbs up to the sun artifact you can see many chains holding it up. You can move onto these chains and you may see to arrows giving you a hint where to go. If you look down you will see a floating platform far below. Take a leap of faith and the platform will lead you to a hidden switch. This opens the central pool that takes you to the lair of the Wolf...

Secret #10. The Secret of the Sphinx: We all knew there was something buried under the Sphinx. You must obtain the Wolf's secret to solve the Sphinx's riddle. Return to the Sphinx and a new passage will be revealed to you...

Secret #11. The Super Secret: It is rumored that a strange blue hedgehog has been spotted in the region. Deep below the Sphinx in the chamber with the hourglasses there is a strange symbol hidden in the room. Is this somehow connected to that hedgehog?

For NoClippers: There are a couple of textures that were going to be incorporated into a larger secret but it was eventually scrapped. I kept two of these textures in the map because they made me laugh. If you explore near the entrance to Paradise with noclip you might find them!







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End spoilers
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Disclaimer
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Do not distribute this map for monetary gain.
If you wish to share this map with others please include this readme and credit me Refield as the author.




Thanks for reading!

Redfield



